Getting Started with Sculptris ProThis 3 part Workshop hosted by Paul Gaboury will get you up and running on everything Sculptris Pro, from UI and usage, customization, and combining it with other ZBrush features.Getting Started with...Using TessimateLearn to manipulate topology to your needs with the Tessimate feature. Your host Paul will show multiple examples of how to use this powerful feature with the addition of explaining the difference between Tessimate and Decimate.Using TessimateThe Basics of PolyGroupItIn this 2 part Workshop, Paul Gaboury will give you a full run down of how to use PolyGroupIt, then in part 2 we'll show you how PolyPaint and PolyGroupIt can be utilized together.The Basics of...Using Elastic & Liquid Curve ModeThis Lesson will show multiple Curve Mode examples including IMM Curves, the elastic option, the liquid option, Lock Start, Lock End, Rotate Curve, and Smooth Curve. Now let's go make some Curves!Using Elastic &...Discovering Groups by NormalsCreating PolyGroups can be very useful when modeling and or sculpting in ZBrush. In this Lesson, we'll demonstrate how to create new PolyGroups on a hard surface model using it's normals and edge degrees.Discovering Groups by...DeformersA Workshop focused on the powerful wide spectrum of ZBrush's Deformers. Buckle in as your host Solomon Blair takes you through each Deformer and their abilities.Deformers

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G-Rod: Thanks!
BhushanArekar: I just used polygroups. So after I placed the IMM hair strands I would use autogroups to assign each strand as a polygroup. I would also create a polygroup out of several hair strands to create clumps and duplicate them around. Hope that helps!
Hey everyone,
I wanted to share some renders of the Prime 1 Dark Knight project I posted above. These renders were done in Keyshot, sent straight from Zbrush. Thanks!

Hey guys, here's some shots of the Dark Knight statue I worked on with Prime 1, based on the amazing artwork of Gabrielle Dell'Otto. It was a dream project to be a part of, getting to work on such an iconic version of Batman.
The initial art direction and concept sculpt was done by Pablo Viggiano, with Creative/Art Direction from Johnny Pham. As usual, the production and paint team did an amazing job with it. I hope you guys like it!
Thanks!
https://www.sideshowtoy.com/collectibles/dc-comics-batman-deluxe-version-prime-1-studio-903781/

Hey Adam! Amazing work as always, your stuff is such an inspiration.
I've been watching your timelapses to learn from your technique, and I had one question about your insert hair mesh on The Brute. From the timelapse, it looks like you've created an...

Here's a personal project I recently made time to finish. I started this project a while ago and it has gone through a few iterations. I was aiming for a heroic sci fi character with a slightly stylized realism look to him.
Sculpted in Zbrush. The shirt base was created in Marvelous Designer and refined in Zbrush. Texturing was done in Substance Painter. The hair cards were created using Xgen and Maya. Real time version rendered in Marmoset Toolbag 3. Sculpt rendered in Keyshot.
Cheers!

Here's a sculpt of the Man In Black (Ed Harris) from Westworld that I finished recently. I love the show and the character, so thought it would be a fun challenge.
Sculpted in Zbrush and rendered in Keyshot. The base clothing was created in Marvelous Designer.
I've also recorded a timelapse of most of my process in Zbrush. Some parts are a little jittery, due to me constantly checking out how it's looking from different angles. Hope you like it. Thanks!
7-s_8mgA7yE

I wanted to update my thread with a couple of projects.
Here's a Phoenix Force Magik Collectible Statue created for a private commision that I finished a little while ago. Sculpted and rendered in Zbrush.

Hey everyone!
I wanted to share something new I've been working on in my spare time. I used Maya for modeling the base meshes and Zbrush for sculpting and detailing. I used texturing xyz maps for the skin details and then some extra sculpting on top. The majority of the texturing was handled in Substance Painter, although I did a base skin projection in Mari, before finishing it off in Painter. Rendered in Vray with some post adjustments in Photoshop.
Hope you like it. Thanks!

I just did a little write up I did for texturing XYZ for anyone interested. I was asked to go over some of my workflow using the XYZ maps. Hope someone finds it helpful.
http://texturing.xyz/pages/adam-fisher-making-of-priestess
Synn: For...

Thanks Funky and Takai!
Here's some I've been slowly working on. Planning on doing a full character with this when I have some more time, but here's a WIP of the character so far. Textures, shaders and hair cards still need a bit of tweaking but it's starting to get there.
Sculpted in Zbrush with texturing XYZ maps for the pore detail and then rendered in Toolbag 2. Thanks!

Hey everyone! This is a redesign of the character Asajj Ventress and was created for the CG+ Star Wars contest.
I used Maya to create the base meshes and marvelous designer to get a rough base for the clothing. Zbrush was used heavily for cleaning up the MD mesh, finalizing and detailing all the elements. I used Mari and Photoshop to texture her face and the Quixel Suite to texture the rest. The final images were rendered in Marmoset Toolbag 2, with some post effect and adjustments in PS. Hope you like it, thanks!
Higher res images: https://www.artstation.com/artwork/YJGdK
Contest Thread: http://cgplus.com/forum/t/star-wars-reimagined-asajj-ventress/549

Hey everyone, finished this guy over the weekend. Sculpted and rendered in Zbrush. The hair was created with a custom insert mesh brush on top of sculpted mesh.
Concept by Stepan Alekseev. Thanks!
Timelapse:
xbcFmK5ih6Y

Hey everyone
I decided to create a new sketchbook. To kick it off, here's something I finally got around to finishing. Rendered in Marmoset Toolbag 2.
The hardsurface and cloth elements were mostly textured in the new Quixel suite. The skin was mainly polypainted (see timelapse below). Let me know if you guys have any questions. Hope you like it. Thanks guys!
Zbrush screenshots:
Timelapses:
Zbrush sculpt-
mCgLNfuX47M
Head Polypainting-
XZnyigB4OHk

nagulov: Yeah I mask, invert and transpose inwards, then to clean up the inner walls, I use deformation> polish and/or polish by features, or I'll manually clean them up with the HPolish brush.
legolas47: Thanks. The reference images are...

I was recently asked to do a free tutorial for 3D Total. It covers some of my workflow that hopefully some people will find helpful. Big thanks to Marc Brunet (http://bluefley.cghub.com/) for the awesome concept art.
You can find the tutorial HERE.

I finished this character recently as part of a friendly challenge between some other artists.
The concept is by Young-june Choi, who was kind enough to give me permission to create a version of his character.
The game res model is approx 17k tris (not including the chain) with a 2048*2048 texture for the body and a 1024*1024 texture for the head.
Screenshot from Marmoset:
Zbrush Sculpt:
Screenshots from Marmoset:

Thanks guys.
I couldn't resist joining in the Art Jam on Polycount. The theme was Dishonored, so I decided to go for some sort of guard character.
Here's the timelapse for anyone that's interested:
0pMV0U46w4Q

Thanks everyone!!
So here's a mini breakdown of my render passes and how I put them together in Photoshop.
The 2 rim light passes were used together to help bring out some of the forms on the side of the face that would otherwise be lost in the shadow. One rim light is softer and the other slightly tighter. I gave them a contrasting cooler and warmer colour adjustment. Although in the breakdown image below, I've just shown them how the appear straight from Zbrush without the colour adjustment. These were then set to a lighten blending mode and the layer opacity lowered. The Shadow pass was set to multiply and the layer opacity also lowered slightly over the beauty pass. I hope this helps. Thanks again

sleepfight, -FoOD-, pappete, slocik, C.Shell - Thanks heaps guys
Danert: Thanks. My workflow is block in the base meshes in Maya or 3D Max, sculpt the high poly in Zbrush then retopo.
I did a little Asaro (Planes of the Head) dynamesh sculpt over the weekend.
It's far from perfect and still rough in some areas, but I thought I'd share the model. Hopefully someone finds it helpful.
[URL="http://bit.ly/V60i2L"][B][SIZE=4]
>MODEL DOWNLOAD

soulty666: Thanks mate. I didn't do anything special for the baking. I basically break up the low poly into parts and bake them separately using Xnormal. For example the lower leg armour was baked separately to the main body. This way I can concentrate on getting the best bake for each part.
wayniac: Cheers mate. I used 2048 maps and nDo 2 for creating the fabric and extra details in the normal maps.
I sculpted this guy last night for fun-

Sweet. So how are you diggin' that NDO2?? I had tried an early version of the first NDO but it was buggy and a bit wonky workflow wise. As for the maps for Bats, what all were you able to mirror to save on texture space wise? I'm guessing the entire...

This is really nice. Looking at it, its hard to think its so low poly. The details are very clean.
I would be very helpful to see a tutorial on your method of projecting normal maps from high res zbrush model to a low res model and any tips on the...

stefanobernardi: Thanks mate. Yea I thought about having an omniblade, but decided against it.
Dman3d: Thanks
adio38: Cheers. For the scare I used Dam standard, Standard and Move for blockin it out and then used the clay brush around the edges to get that "smooth" look that some scars have.
lildragon: Thanks buddy
mikeusz: Thankyou
GX@W: no worries
Derek Drenzo: Cheers
giacoppo: Thanks
I've finally finished him. Here's the final images that I submitted. I'll probably post some larger images of him later.
Thanks everyone

RJ the eccentric: Thanks mate
Sparky3d: thanksfor the crit
industripop: Cheers and no worries
slocik: haha yea I had a few people asking me questions on gameartisans, so i thought I'd post the tut here as well.
killfrog58: Thanks
Here's a bit of an update on the Bman, I've almost finished the high poly. I've still got a couple of things to do, including straightening the bottom part of the cape into a more default pose for the low poly.
bmanhp01.jpg
And a close up of his face with a test for some "illusive man" type eyes
bmaneyepo.jpg

Hey everyone.
I thought I'd post a WIP image for my Comicon Challenge entry over at Game Artisans. I'm creating a Mass Effect inspired Batman.
update02.jpg
I also did a mini workflow breakdown for the cape. Hopefully it's helpful to someone
cloth_ex.jpg

Hey everyone!
I thought it would be fun to start a sketchbook and post some of my sculpts.
I sculpted this after taking my gf to see the latest Harry Potter film:
ZBC1.jpg
Vold01.jpg
Closeup:
Vold02.jpg
I did these sculpts a few months ago for the speed sculpting thread over at Game Artisans. I think I spent about 1-2 hours on each so they're still pretty rough. Thought I'd share
Alien/Demon Thing:
Zsketch_demon.jpg
Demon 2:
Zsketch2_demon.jpg
Quick Female Anatomy study:
Zfem_sketch.jpg
Thane (Mass Effect):
Zsketch_Thane.jpg
I recorded a couple of timelapse for the speed sculpts if anyone is interested
20947640
20364626

Hey everyone.
Here's my entry for Comicon Challenge 2010. I decided to do a version of the character X-23. This was my first time participating in the challenge and I had a great time. I used Zbrush for all the sculpting and some of the texturing.
So here's my beauty, presentation and construction shots. Hope you like it
x23beauty.jpg
x23presentation.jpg
x23construction.jpg